Application Design I - Task 3 - Low Fidelity Prototyping & Testing

18/10/25 - 12/12/25 ( Week 9 - Week 12 )
Application Design / Bachelors of Design in Creative Media / Taylor's University
Task 3 - Low Fidelity Prototyping & Testing
Carren Yeliandi / 0376990


TABLE OF CONTENTS







Lectures


Week 9 - Sketching, Wireframes & References

In week 9, we learned how to do the Sketches and Wireframes. In class, were briefed about it before we were to sketched out an interface that the lecturer shows for exactly one minute. We were also asked to do a crazy 8s ideas for our app homepage based on the 8 themes given to us by the lecturer.

Fig 1.1. Week 9 Exercises (Week 9 | 18/11/25)


Week 10 - Navigation

In week 10, we learned regarding navigation. There are different type of navigation starting from Global (always there), Local (one level below), Contextual (changes based on context), Faceted (filters) and Supplemental (extra help).

In class, were tasked to search for examples for the 5 types of navigation, since it's a group tasked, we decided it would be easier to once again use the whiteboard feature in Canva.


Week 11 - Usability Testing

In week 11, we learned regarding usability testing where a product or service is evaluated with representative users. In class, we were asked to create a test plan for prototype testing.


Week 1 - Usability Heuristics for User Interface Design

        In week 12, we learned regarding Usability Heuristics, a general principles or guidelines (Rules of thumb)that designers and usability experts use to assess and enhance the user-friendliness and overall usability of products like websites and applications. Jakob Nielsen's 10 usability heuristics :
  1. Visibility of system status
  2. Match between system and the real world
  3. User control and freedom
  4. Consistency and standards
  5. Error prevention
  6. Recognition rather than recall
  7. Flexibility and efficiency of use
  8. Aesthetic and minimalist design
  9. Help users recognize, diagnose, and recover from errors
  10. Help and documentation
Design Principles : 
  • Balance
  • Contrast
  • Emphasis
  • Unity
  • Proximity
  • Repetition
  • Alignment
  • Hierarchy
  • Simplicity
  • Negative space
In class, we were asked to search for examples for all of the design principles, we once again used whiteboard in Canva.





Instructions

<iframe src="https://drive.google.com/file/d/1t9NFDO2LYupWzHrlwQtKSXiH9D0k3Uxh/preview" width="640" height="480" allow="autoplay"></iframe>

After the data collection, we are to move on to prototyping. In task 3, we are tasked to create the low fidelity prototype of our app in Figma.

The first thing we have to do is create a rough sketch on what we think the app will look like. There is no right or wrong here so I just quickly sketched up some based on what I wanted to have in each page from the sitemap.

Fig 2.1. Sketches (Week 11 | 03/12/25)

That sketch is then turned into a wireframes, which is basically me cleaning up the sketch so it looks cleaner and more coherent to follow.

Fig 2.2. Wireframes (Week 11 | 03/12/25)

We then moved on to Figma. I used the Iphone 16 pro max as the base and created a grid of 4 columns with 25px margins and 20px gutter. I then proceeded to make the low fidelity prototype based on wireframes that I had made. It was a pretty quick process since I just had to follow the wireframes that I had already made.

Fig 2.3. Low Fidelity (Week 12 | 11/12/25)



After the low fidelity prototype is done, we are to test out the functionality with actual users. So I made my prototype functional enough that users might be able to navigate through the task I'll give them. But before all the testing is done, the first thing I did was create a testing plan.

Fig 2.4. Test Plan (Week 12 | 11/12/25)


After it was done, we can proceed with the testing. Here I tested 3 people with age ranged from 18 to 40+, the same range from my user personas. The user's that I tested was given tasks based on the task plan and then interviewed right after for additional information other than observation and actual user navigation. From that testing and interviews, I analyzed their behaviours and answers, concluding that the only issue so far seems to be the fact that they are new users hence why I decided to create a simple tutorial pages just before they enter the actual app.

Below is the full ppt on the low fidelity prototype and testing for fuller information.






Feedbacks

Week 9 :
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Week 10 :
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Week 11 :
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Week 12 :
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Reflections

        I was actually starting to enjoy the process of doing the app design. However, I had realized that I had started to view applications in a new light where each app I open, I can't help but judge it's interface and realize some small mistakes that can cause me to be uncomfortable. But other than that, it was quite easy and fast to do task 3, it's just that it's a bit hard to find user tester that would be willing to open their camera so I had to compromise and make do with what I had which is by analyzing their voice pitch to somewhat determine how they feel.

    To be honest, I feel like the reason why it's quite easy to do the app design process is because our lecturer is there guiding us one step at a time so I actually know what to do instead of somehow figuring it out on my own. It felt really nice and I was actually able to keep up with the tasks although I must admit that morning classes is not my thing so I might look really bored and uninterested despite kinda listening, but in my defense, I'm weak at waking up in the morning so please do spare me a bit.

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